Necron architecture had a way to make you feel small. With its clean lines, stark efficiency and monolithic, solid antiquity, it put to shame all bar the greatest Mechanicus infrastructures and even those could barely hold a candle.
To think that once she considered them the height of technomancy. The thought brought a sneer of disdain to Beta's expression.
Still, with her new red cloak, her enhancements thrumming with energy and the hefty weight of the Axe in her hand, she felt a little smug even among Necron architecture.
A phalanx was waiting for her in the cavernous, hangar-like space. Lord Rahotamen led them, the Necron Lord's cloak wafting around him like a swarm of particulate and darkness.
Beta didn't think she'd ever feel anything but wary intimidation from the impassive Lord, but she had mastered it enough to hide it. The comforting buzz of the Melta beside her, power scorching enough to reduce even a Destroyer to molten slag at her fingertips, helped, as it did the Skitarii guard marching in her wake, or the hundreds of Mechanicus personnel swarming the hall. No, not Mechanicus. Hers, her people, the retinue of a Magos Dominus. Beta smiled. She felt taller than ever.
"My Lord," she tipped her head in greeting, not minding one bit the note of disrespect the gesture conveyed. "So here we are, at the end."
The Necron Lord's burning eyes were fixed on her. Scientific curiosity reared its head, and Beta wondered if he there was something emotion-related behind that death mask of a face. During her years of studying, she had learned that Necrons felt little in the way of mortal feelings, but Rahotamen seemed doubly incapable of it. She still wondered why.
"Indeed," the Necron Lord said, his voice a dry rasp riddled with crackles. He raised a hand, revealing a blocky contraption.
Beta felt a problematic mix of feelings watching it open, small plates sliding away to reveal a little sphere, like a Necron's eye if there was one behind their optics. The sphere flickered, and a voice she had long grown accostumed to from their lessons together echoed in the air.
"Aw, look at you. All grown-up."
Beta grinned, her guards falling to their knees. She followed with a low bow of her own. Frustration, awe, expectation and something more complicated warred inside her for attention. She decided to set on being cheeky.
"Too large for the nest to hold me, I fear."
As Rahotamen flinched, a chuckle emerged from the communicator.
"Delightful. Keep that energy for those who await you, mh?"
The Boss-Bug, that's what Beta decided to call the entity that was clearly in charge of that whole Tomb and who knew what measure of techno-arcane power. She didn't think she ever met someone so capable of exasperating, enraging, awing her and rousing her admiration at the same time.
"
Here, have this."
"
What… what is this?" Beta received the artifact with awe.
"
Guess." A chuckle.
Beta did as she was told, frowning at the object. It was composed of a central piece of the black material Necrons used for everything. The cylinder had been shaped and carved with a geometrical pattern, inside of which glowed the sickly green of Gauss Energy. Flechette-shaped pieces floated around the cylinder, locked by some gravitational field she couldn't even start to decipher in a slow dance.
Beta licked her lips, finding them dry. She glanced briefly at the dark apparition and then back at the object. They had been feeding her bits and bites of their science, she was aware of it, scents and tastes to keep her hooked. She was also aware, painfully so, that it was working.
"
A… a Tesseract Maze!" She said, heart jumping with excitement. "It… it contains a Quantum Shielding Field! No! A C'tan Remnant! No!" Alright, maybe she was blabbering. But in her studies she was allowed of Necron technology, far too little, Tesseract Mazes championed as the place to keep the greatest marvels.
Another chuckle, delighted. "Almost there. It makes music. Here, see?"
Beta felt herself deflate as the thing, at a touch of her teacher's claw, started to twinkle with a distorted tune only a Necron could appreciate. Her expression must have been something because they laughed, clapping her hands.
"
And how about this?" They said, dripping with mirth, and handed her carelessly another object.
Beta, who was doing her best not to commit suicide by trying to straggle a Necron Overlord, caught the object and glared daggers at it. It looked like nothing, just a memory-stick like there were trillions in the Imperium, or even in just a single Forge-World.
"
What is this then? A Necron music album?" She asked, annoyed, and since she wasn't up for any stupid game, she made to throw it to the ground.
"
Oh? I thought that you humans liked STC fragments."
Beta never squeaked as she did at that moment, or flung herself as fast as she did to catch a stick from hitting the ground.
Beta grinned, the cackling still in her ear. She didn't know who her teacher was, didn't know if they were male or female, what their face was, or if they were even a living being, even in the shallow senses a Necron intended such things. What she was certain of was that they were different.
Necrons were soulless machines. Even those few higher-ranking characters she met had a great deal of their personalities missing, like patchwork things. It certainly didn't do anything to the wary respect she had grown toward them. Soulless as they were, they had a wicked intelligence that made her shudder in fear. No Skitarii force would have been able to take them on, not even the famed Space Marines of the Omnissiah, she suspected.
Still, her teacher didn't show any of those idiosyncrasies. And if there were things to be scared of in their benighted galaxy, in her opinion a complete Necron Lord of uncountable age, possessed with endless will and technological prowess that put the Dark Age of Technology to shame was definitely in the higher scale.
If anything, she was truly, truly happy to be on their side and not otherwise.
"Go now," Teacher said, her usual teasing only a hint. "Return to your World. I'll wait for news from your end. Anxiously."
Something savage, something angry crept in that crackling voice, and Beta was painfully reminded that for all the years living there and all the banter, the Necrons were still Necrons. Monsters to be wary of.
She still didn't kneel as she took her leave, and had mixed feelings when Teacher looked pleased by it.
As she took place on her throne, the Noosphere's Litany rumbling around her, she felt strangely divided. On one side, she was happy of leaving that horrible tomb, a tension that had been accompanying her for years finally leaving, like a muscle unclenching. On the other, her curiosity had been stoked, and Teacher's presence was… mesmerizing in its own, odd, mysterious ways. She felt she barely scratched the surface of what that being was. She didn't even notice when they started to be qualified as Teacher in her mind…
Beta sighed, giving the Shipmaster the leave to start the journey.
The communicator, a small, unassuming little medallion in the Cog of the Mechanicus, felt heavy against her collarbone. The old guilt for surrendering to Xenos was mostly gone, buried under an avalanche of new knowledge, status and the promise of more, so much more. Compared to that, her past as a Skitarii slave was a blemish to forget as soon as possible.
Still, differently from most of the soldiers and menials under her command, she liked to think of herself as more than a servant, more of a partner. After all, she brought expertise that even the Necrons, for all their unplumbed abyss of technological prowess, could bring by themselves, wasn't she? Yes, she was, and as the hazy sky of Mournhold gave way to the dark of space, the idea became stronger in her mind.
She didn't think that Teacher didn't foresee her… doubts, and the idea of going against that thing terrified her on a primal level, but who knew what the future could bring? Her thoughts turned to the impending journey. Between Warp-Jumps and coasting, it would be seven months, more if the Warp proved finicky. Thankfully, they had plenty of supplies, courtesy of their host.
Her return would take lots of planning, but for now, she entertained herself by imagining the faces of the Magi there. It made her mechadentrites twitch with excitement. With a STC fragment in her hand, who knew how high could she aim? And with the distance of space between them, who said that one day even monsters couldn't be thrown off?
-----------------
Xorathis sat in her throneroom, taking in the quiet.
The Tomb bustled with activity as more and more systems were activated. Yet, the tromping of phalanx of Warriors and Immortals and the skittering of masses of Canoptek had almost a subdued quality to it.
Most of the traffic on the tomb-network was about reports, energy fluctuations and technical details. Her Crypteks were resuming their squabbling, but they were doing so slowly, as if their engrams were clogged with oil. They would soon return to their flurries of squabbles and scrabbling, but there was a new bitterness to it, exacerbating their outbursts.
The few Necrons with something approaching self-awareness, Lychguard and sub-commanders, whispered with a timidity completely at odds with their usual, martial selves.
A small, barely acknowledged portion of the network was diverted toward the corner where the few remaining organics, those whose no prayer would dislodge from their zeal, worked to build their accomodations. Data-logs were taken about their smallest activities, like lighting a lantern or putting up a pair of boots, an unreasonable amount of process power cycling and chewing those images again and again.
Xorathis allowed it, thinking that it was both pathetic and sad, the latter doubled by how understandable it was.
"The conquerors of the stars and destroyers of Gods," she murmured with an ironic smile. "The Necrons, who have immortality and the power to remold the galaxy themselves, longing for skin and a face and a the feeling of scratchy air in their lungs."
She sighed, for once feeling the uncountable years pressing down on her. How strange it was, to forget the tragedy of her people for a moment of relief only for reality to reassert itself, how sad.
"Mistress?" Rahotamen's voice echoed in her receptors. The Nemesor's impassiveness had a hint of concern, like a crack in a diamond wall.
Oh, she had allowed her feelings to leak out.
She hummed, not bothering to hide it.
"I am happy the organic left," he grumbled, and the words, so incongruous for him, attracted her curiosity.
"Oh? How come?"
Her answer was a wall of silence. Amused, she dug through his firewalls, finding a series of images of her avatar interacting with the girl.
She sputtered with laughter. "You were jealous?"
The connection went dead, as if the Necron on the other side was smashed under a Titan's foot.
Oh no no no, I don't think so.
A swarm of ten thousand Canoptek rose at her gesture. They flooded the Tomb, searching for a certain unfortunate Nemesor.
You lost most of the Skitarii Contingent!
The Master Program unlocks Tomb sections!
- Outer Defensive Grid (Activated)
- Defensive Pylon (Activated)
- Noble Crypts (Partially Activated. DC for success lowers)
Tombworld Status: Awakening (Process will end in 3 Turns)
Sections status
Stasis Crypts: Partially Awoken (Limited access to soldier-level units)
Noble Crypts: Partially unsealed (Limited access to commander-level units)
[UPDATED!]
Power Nexus: Activated (Black-matter and interstice energy production regular)
Command Sanctum: Activated (General control Tomb and Master Program working regularly)
Canoptek Foundry: Activated (Regular production of Canoptek units.)
Resurrection Chambers: Activated (Resurrection Protocols Regular.)
Muster Points: Activated (Teleporter network functional. Easy coordination inner troop movements)
Defensive Pylons: Awoken (Inner defenses fully functional)
[UPDATED!]
Blackstone Pylons: Activated (Protection from Warp assaults regular)
Gauss Vaults: Sealed (No access to reserves of regular arms)
Sensor Array: Activated (Regular perception of outer space)
Tesseract Vaults: Sealed (No access to stored advanced weapons and machines)
Cryptek Laboratories: Activated (Regular production and repair of first layer of advanced war machines and tools of control.)
Outer Defensive Grid: Awoken (Land-to-air, land-to-space defense fully functional.)
[UPDATED!]
Data Vaults: Opened (Regular access to records)
Resource Harvesters: Activated (Resource collection regular)
Gateway Portals: Deactivated (No possibility of troop transfer)
Necrodermis Fount: Activated (Production of Necrometal regular)
Gauss Foundry: Activated (Production regular weapons normal)
Bio-forge: Deactivated (No production new warriors)
Organics Quarters [Halls of Breath]: Basic facilities
[NEW!]
Turn Troop Production:
40 Annihilation Barges, 2 Monoliths, 2 Units of Canoptek Scarabs (10.000), 2 Units of Canoptek Spyders (100), 2 Units of Canoptek Acantrytes (100), 2 units of Plasmacyte (100), 1 unit of Doomstalkers (100), 1 unit of Reanimators (100).
Necrons depend on their commanders to set policies and give directives. You have:
Xorathis (Personal, Cryptek, Phaerakh): 3 Actions
Ptolomes (Cryptek): 1 Action
Rahotamen (Nemesor): 1 Action
Beta-Mu-047 (Magos Dominus, Organic): [Out of Order]
Actions:
Martial
War is the Necrontyr's bread and water. Doubly so for the immortal Necrons. That there are only insects for you to use your might against means nothing.
[] Meat and Carrion: Flayed Ones are the living, rotting reminder that not even a successful rebellion is without consequences, not when waged against Gods. Still, they are powerful. Still, they can be enticed to serve. With the proper bait and the proper appliance of might.
Roll: 60. Reward: Variable Loss of Skitarii. Gain Variable number of Flayed Ones Troops. Chance of Flayed One Hero.
[] Fortify the Portal: Cursed, meddling Aeldari. Is there no corner of the galaxy where they have not planted their noisome seeds? Well, they won't gain a foothold so easily here. Build a medium-sized fortress around the Portal, train Gauss Destroyers and artillery on it. Build teleporters and set sentinels. You may lack the necessary skillset to close it, but the Portal shall not be anything but a deathtrap for any Aeldari who dares to prance through it.
Roll: 40. Reward: Webway Portal fortified and guarded.
[NEW!]
[] Storm the Portal: Wraithguards! The equivalent of necromancy for the Aeldari, who are said to resort to it only in the direst circumstances. Yet, they are here. There's no talking with them. Storm their position! Smash their weak bodies and retrieve anything you can find!
Roll: ???. Will trigger battle against Guardians of Eternity (150 Wraithguards, 10 Wraithlords, 1 Wraithknight) Army Level:
Low. Reward: Portal secured, ???
[NEW!]
[] Pests: With the Array repaired, your scanners picked up the presence of a small flotilla in the system. The ships' designs seem human, but the Eight-pointed Star of Chaos is clearly visible on their prows. They seem to be searching for something. Considering the Mistress' relationship with the Chaotic Powers, it's not too hard to understand what. The Ascendant has a powerful stealth field. Take it and destroy these fools.
Roll: ???. Will trigger battle against Warband of the Red Eye (15 Small Troop Carriers, 10 Light Incrociators, 80 Fighters). Fleet Level:
Very Low. Rewards: Prisoners. Chaos material. Chaos human ships. May lead to repercussions if enemies manage to escape.
[NEW!]
[] Chart the stars: Sixty million years means that even the stars shifted their course. You may know the general gist of the sector but that's no substitute for real reconnaissance. Send a patrol to take stock of the space surrounding your planet.
Roll: 35. Reward: Knowledge of surrounding systems and warp-lanes, better preparation for enemy raids.
[] Ever onward: Rahotamen and Ptolomes brought you news of the Sector, Atlas as the Uhn'saekh decided to call it. A nest of malfunctioning scarabs to be sure. You must know more if you are to plot your course. Send explorers beyond your domain, plant moles and ears, discover what the mortals are up to. Write to what faction you send your infiltrators [] -
Roll: 45. Reward: You gain a steady trickle of general information regarding the selected faction. Meeting new characters. Possible knowledge of hidden Tomb Worlds.
[] Masks, to fool: You set your path toward heresy and ascension and certain revenge from the near-sighted. But it doesn't need to be so. Fund a new Dynasty, one that exists only to be your catpaw. Elect a Phaeron, set protocols, write glyphs. Making a persuasive facade will need to relinquish some measure of control but it may be worth it. Make a mouthpiece for your hidden voice.
Roll: 20. Reward: Gain a puppet Dynasty to interact with other Necrons and other powers without exposing yourself. Gain a Necron Demi-Hero (Limited Actions as per Lesser Control).
[] Weapons for Children: The primitives are adequate in the art of violence, but that doesn't mean that they can't be improved. Bless their weak bodies and augments with the touch of the Necrons, enough to show a difference, not enough for other inferiors to notice. [Mechanicus]
Roll: 30. Reward: Upgraded Skitarii.
[] Open the Armories: New weapons are being produced for your Lords and Cryptek. Equip to the right standard.
Roll: 0. Reward: Necron Heroes armed with the most powerful weaponry at your disposal. No Action spent. Write in equipment, otherwise it'll be randomized. (one weapon, one side-weapon, one armor, one item per character)
Diplomacy
You are the sovereign of an isolated kingdom. This won't last forever, but for now your word is law and your strength unassailable.
[] Old Enemies: The Wraithguards are strange creatures, belonging only half to the realm of the flesh, but you heard that Wraithknights need at least one living soul to function. Maybe it's possible to interact peacefully?
Roll: 60. Reward: ???
[NEW!]
Technomancy
The power to bend the fabric of the universe, to fragment stars and taunt the Gods. It begins and ends here, among Tesla generators and Gauss flash.
[] Of Fleets and Space: Xarothis' imprisonment was so paramount that Mournhold was never afforded a naval facility, as to avoid any chance for its prisoner to escape. Instead, portals and teletrasportation had to be the only methods of movement. This must be rectified if we want the Mistress to enjoy the power over the stars that she deserves.
Roll: 70. Reward: Set up a basic dockyard and naval installations.
[] Empyrean: The power of Xibalba awaits those with the skills and methods necessary. Delve into yourself and unlock the power within. (Only Xorathis)
Roll: 30. Reward: Second unique upgrade.
[NEW!]
[] The Tools of War: With the Laboratories reactivated, new weapons churn to fuel the furnace of conflict. But we barely scratched the surface of the black sea. Go beyond the shallow. Raise the waters.
Roll: 60. Reward: Start production Doomsday Arks, Doomsdays Monoliths and Tesseract Arks.
[] Stoke the Fires: Beyond the horizon, war, as it once did, as it always did, rises. To avoid being swept in its flames, we must coax ours to surge ever higher.
Roll: 70. Reward: Higher production rates from units produced in the Laboratories. Limited effect by low number of Crypteks.
[] The Scarab Wall: The projects that our facilities can churn out are insufficient. Expand the Foundries, bring more resources to be bent to the skittering and glowing optics. More power awaits.
Roll: 60. Reward: Start production of Wraiths, Tomb Stalkers and Tomb Sentinels.
[] The Scarab Wave: The production of mechanical minds and insectile bodies is not nearly sufficient for the grand vision of our Mistress. Expand the facilities. Turn this river into a raging flood!
Roll: 70. Reward: Higher production rates from units produced in the Foundries.
[] A New War: The arrogance of your race brought them to fossilize their methods of war. While this is partly justifiable by Necron might and experience, there are always upgrades to make.
Roll: 40. Reward: Evaluate a unit type among those available and individuate eventual shortcomings and upgrades.
[] Matters of the Dark: The Power Nexus is the centerpiece of Necron technology, a fount of endless energy from dark matter and dimensional interstices. The specimen powering your Tombworld is powerful but it's also average. Align the Scarabs. Send green power searing through the air.
Roll: 70. Reward: More powerful Nexus. Slight increase in garrison and Tomb performance. Allow for more facilities. Allows for upgraded Sections.
[] White Ghosts, Redux: The psychic realm was lost to your race when they took their path into damnation under the vile C'tan. But that's not so for you. With no Star-Vampire to devour the spiritual run-off of your bio-trasference, you retained a greater part of your soul and with it, the possibility to interact with that most dangerous realm known as the Warp.
Roll: 50. Reward: Build a Second Wraithbone Constructor. Improved version of the first. Increase production of Wraithbone. (Only Xorathis)
[NEW!]
[] A Spear, to pierce: With Wraithbone at your disposal, you may start building weapons for your soldiers to use psychic power. It won't give them back their souls and may make them more visible to psychic entities, but the whole range of powers now not allowed to you will be yours.
Roll: 60. Reward: Unlock Psy-Weapons production for Lord-level and Commander-level units. (Only Xorathis)
[NEW!]
[] A Shield, to defend: Psychic power has always been your Achilles' heels, to be countered only with Blackstone Monoliths and expensive apparatus. No more! Use your Wraithbone to build protection for your commanders.
Roll: 60. Reward: Unlock Psy-Shields production for Lord-level and Commander-level units. (Only Xorathis)
[NEW!]
[] A Heart, to live: The greatest sorrow of the Necrons is that they have gained immortality at the cost of their souls. You dedicated your life to making this right, resulting in the Relief Matrix. Build the first batch. It won't give them back their souls but'll soothe their burden.
Roll: 50. Reward: Unlock Relief Matrices for your Heroes. (Only Xorathis)
[NEW!]
[] The Great Engine: The first step to your glorious path. Awaken the Flower. Let the stars shine on you. Locked because of lack of Matters of the Dark
Governance
Allocations of ranks, resources and roles. This is all you need to concern yourself with. In a society as fragmented and rebellion-prone as the old Necrontyr was, it's almost refreshing.
[] Awaken the Tomb: The Master Program, so recalcitrant before, now obediently sets all the awakening protocols in motion. Still, left to its device, the old thing will take fifty Pulses before the Tombworld is full operational. Unacceptable! Get to work and force-jump the activation codes or have the damage repaired. Show how Necron mettle can't be replaced by a simple IA. Write in which section you work on [] - (Except Noble Tombs)
Roll: 40. Reward: One section of the Tomb reactivated.
[] Noble Sleep: The Noble Tombs contain Lords, Crypteks and champions of the Dynasty tasked with holding the Mistress prisoner. Now these fools will be made to serve. Still, awakening protocols are complex and lengthy, and having to rewrite the loyalty engrams makes it even more so.
Roll: 40. Reward: Gain one new Hero.
[UPDATED!]
[] Tomb-Mind: The Master Programs are efficient but sluggish behemoths, even their computational might strained to its limits by having to manage the endless details making up a Tombworld. This results in a general slowness of reactions. Such inefficiency is what allowed fast-moving enemies like the Harlequins to provoke great damage to your race in the past, and even lesser races to walk unpunished through your halls. Most Overlords don't care for such technical frippery but you're not most Overlords. Remedy this.
Roll: 70. Reward: Faster defense reaction, lower DC of Governance actions.
[] Worship Death: The fundamental principle of any serious Warp study is that mortal emotions are reflected in the spiritual realm. Having little to no soul, Necrons can't influence it, but the organics can. They already started chanting and praying on their own. Organize them. [Mechanicus]
Roll: 30. Reward: Start of Necron religion. Unlock religious projects. Write in Type of religion and God and/or Gods worshipped. Add details of rites if you want.
[] The Grand Court: In ancient times, Cryptek were called together only on momentous occasions and always at the behest of a powerful Phaeron. The inception of your new Ascendancy must be marked with equal pomp. Have your architect engage in their craft. Build a court fit to awe any noble who looks upon it.
Roll: 40. Reward: Build the Grand Court and the Black Throne. Bonus to all diplomacy by the display of might and authority. Higher Loyalty for Martial-oriented Necron Lords.
[] The Viewing Hall: Mmh, something was being born as immortals watched mortals go about their small, short lives. How about making a habit out of it?
Roll: 30. Reward: Build the Viewing Hall. Bonus to entince Necron Lords to come under your service.
[NEW!]
[] Make them at home: A few Skitarii refused to leave and now make their living in the Tomb. They were provided supplies and materials and have built their own accommodations, but there's more to be done, especially about organization and planning. Get down to it. [Mechanicus]
Roll: 20. Reward: The Skitarii form their own Faction loyal to you and start building families. Chance of a Skitarius Hero.
[NEW!]
Intrigue
Steps in the shadows was not the Necrontyr way, its lords too attached to their "honor" to consider such means. But the old world is dead and the old ways with it. You only need to find someone worthy to spy on.
[] Search far, search fast: The Deathmarks make for excellent spies and infiltrators. Send one to make a mockery of the lesser races' defenses, steal their trinkets and learn their intents. Write in the faction you spy on [] -
Roll: 60. Reward: Focused and shorter pieces of information on a faction's planning. Meeting new characters. Chance of finding interesting items and resources. Possible discovery of a long-term danger.
[] Enemies, close by: Patrols, even well-cloaked, could result in discovery. Send a single small cruise with a complement of Deathmark. It won't be able to go far or range a large territory, but if there are Tombworld or hidden enemies in the surrounding systems, they will find them and not be found in the process.
Roll: 50. Reward: One tombworld explored safely and/or possible hidden enemies found.
Learning
The Necrons stopped being great when they stopped striving to be better. Perfection doesn't exist. There's always something to strive for. So strive.
[] The archives of Mournhold are impressive for the planet's size. Maybe Szerakh held more than the Mistress here? Let's discover the Silent King's secret.
Roll: 30. Reward: ???
[] The Cairn: Rahotamen's flagship is a magnificent example of Necrontyr tech at its pinnacle, many of which would be rare to be found even in a Crownworld. Delve in its data-banks and learn all its secrets.
Roll: 70. Reward: ???
[] Blackstone Marvels: Psy-tech was still in development when you were imprisoned and it seems to have stepped up since. The Blackstone Pillars are only one example of it and since you once were the leading mind of the branch, you feel it's both your duty and right to learn all there is about it.
Roll: 70. Reward: Greater comprehension of Null tech. (Only Xorathis)
[] A Matter of Control: To make some small amend for his mistakes, Szerakh destroyed the command protocols that lent him complete control over his subordinates. While you will grudgingly commend the gesture, it also means that the Necrons are condemned to fall once more in the furious infighting that featured the entirety of their history. Since awakened Lords cannot have their loyalty rewritten, it means that you'll be forced to fight your own race. Again. You have no intention to do so. The Gods, if they are worthy, will forgive you. If not, you'll forgive yourself.
Roll: 70. Reward: Greater comprehension of command protocols. (Only Xorathis)
[] The Forge's Curse: Your people's fate was sealed in the green flame of bio-trasference. While you were one of the leading minds who developed the process, essential parts of it still escape you, locked behind the C'tan's inscrutable minds. You dare not entertain the idea that your people's souls could be healed, but you must try. Locked because of lack of Bio-Forge.
[] Write in- (must be approved by QM)
AC - Daughter left the house sniff sniff. As always, tell me if I missed anything.
MORATORIUM WILL LAST 6 HOURS BEFORE VOTING